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View Full Version : A new monk fix: Advice wanted



IamL
2013-05-25, 10:17 AM
Here's a monk fix I worked on for a bit. I'm currently playtesting it in one PbP campaign and one IRL campaign.
Much credit to Xaotiq1's monk fix, from which substantial bits have been lifted.
Also, thanks to Phelix-Mu for putting together the table.
TABLE OF MONK CLASS FEATURES

Class Table
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|
AC Bonus|
Unarmed Damage|
Speed Bonus|
Katas Known

1st|
+1|
+2|
+2|
+2|AC Bonus, Katas (Apprentice), Martial Arts Training, Flurry of Blows, Bonus Feat, Martial Arts Style|
+0|
1d6|
0'|
3

2nd|
+2|
+3|
+3|
+3|Evasion, Bonus Feat|
+0|
1d6|
0'|
4

3rd|
+3|
+3|
+3|
+3|Quick Thinker, Still Mind|
+0|
1d6|
10'|
5

4th|
+4|
+4|
+4|
+4|Ki Strike(magic), Slow Fall 20'|
+0|
1d8|
10'|
6

5th|
+5|
+4|
+4|
+4|Purity of Body|
+1|
1d8|
10'|
7

6th|
+6/+1|
+5|
+5|
+5|Katas (Initiate), Mettle, Bonus feat, Slow Fall 30'|
+1|
1d8|
20'|
9

7th|
+7/+2|
+5|
+5|
+5|Bodily Renewal (1)|
+1|
1d8|
20'|
10

8th|
+8/+3|
+6|
+6|
+6|Slow Fall 40'|
+1|
1d10|
20'|
11

9th|
+9/+4|
+6|
+6|
+6|Improved Evasion|
+1|
1d10|
30'|
12

10th|
+10/+5|
+7|
+7|
+7|Ki Strike(lawful), Slow Fall 50'|
+2|
1d10|
30'|
13

11th|
+11/+6/+1|
+7|
+7|
+7|Katas (Master), Diamond Body|
+2|
1d10|
30'|
15

12th|
+12/+7/+2|
+8|
+8|
+8|Abundant Step, Slow Fall 60'|
+2|
2d6|
40'|
16

13th|
+13/+8/+3|
+8|
+8|
+8|Diamond Soul, Bodily Renewal(3)|
+2|
2d6|
40'|
17

14th|
+14/+9/+4|
+9|
+9|
+9|Slow Fall 70'|
+2|
2d6|
40'|
18

15th|
+15/+10/+5|
+9|
+9|
+9|Quivering Palm|
+3|
2d6|
50'|
19

16th|
+16/+11/+6/+1|
+10|
+10|
+10|Katas (Grand Master), Ki Strike(adamantine), Slow Fall 80'|
+3|
2d8|
50'|
21

17th|
+17/+12/+7/+2|
+10|
+10|
+10|Timeless Body, Tongue of Sun and Moon|
+3|
2d8|
50'|
22

18th|
+18/+13/+8/+3x|
+11|
+11|
+11|Slow Fall 90', Bodily Renewal(5)|
+3|
2d8|
60'|
23

19th|
+19/+14/+9/+4|
+11|
+11|
+11|Empty Body|
+3|
2d8|
60'|
24

20th|
+20/+15/+10/+5|
+12|
+12|
+12|Ascended Bodhisattva, Energy Resistance 30, Slow Fall any Distance|
+4|
2d10|
60'|
25[/table]
Class Features

DESCRIPTION OF CLASS FEATURES

HD: d8

Class Skills: The monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy
(Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge(arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.

Weapon and Armor Proficiency: Monks are proficient with certain basic peasant weapons and some special weapons that are part of monk training. The weapons with which a monk is proficient are the Monk Unarmed Strike, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.
Monks are not proficient with any armor or shields—in fact, many of the
monk’s special powers require unfettered movement. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities. (PHB, but adding the monk unarmed strike as a proficiency...silly wizards of the coast)

Martial Arts Training (Ex): Monks train in various styles of combat; however they are most recognized for their ability to fight without a weapon at all. At 1st level, a monk gains the benefits of the Improved Unarmed Strike feat. A monk may use a fist, foot, elbow, knee, or even head to deliver their unarmed attacks and therefore can make an unarmed strike even if their hands are full. Monks never suffer off-hand penalties when fighting unarmed. A monk applies their full base monk ability bonus to damage with their unarmed strikes, as appropriate for the Martial Arts Style chosen by the monk (see below), and may use the Power Attack feat in conjunction with their unarmed strike.
Monks may deal lethal or non-lethal damage with their unarmed strike at no penalty.
A monk’s unarmed strike may be affected by spells, feats, and other effects that enhance both natural and manufactured weapons.
Due to a monk’s intense training, they know how to apply greater force behind their attacks. A monk’s unarmed strikes deal more damage than a non-monk as shown on the table. Monks smaller or larger than medium deal less or more damage than the listed amount; see Table: Small or Large Monk Unarmed Damage in the PHB. (Xaotiq1, but altered).

AC Bonus (Ex): When unarmored and unencumbered, the monk adds her key monk ability bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load. (Xaotiq1?)

Katas: The training of a monk allows them to perform feats of strength, grace, and both physical and mental endurance that transcend normal human limitations. Katas are collections of supernatural and/or extraordinary abilities that define an individual monk’s focus and training.
Kata come in four tiers: Apprentice, Initiate, Master, and Grand Master. If a kata allows a saving throw, the DC will always be 10 + Character Level + key monk ability modifier. Katas are never subject to spell resistance and may always operate in an anti-magic field. A monk does not provoke an attack of opportunity when using a kata unless its description says so. Unless stated in the description, katas can be used at will.
Whenever a monk gains access to a new level of kata (at 6th, 11th, and 16th level), they automatically learn a kata of that level. This is in addition to the kata normally gained for leveling up. Also, when gaining access to a new level of kata, the monk may switch out a previously known kata for a new one. The new kata must be of a level one less than the highest the monk can access. For example, an 11th level monk may switch out any kata they know and learn a new Apprentice or Initiate level kata in its place.
A monk begins with knowledge of 3 katas of the Apprentice level; and learns additional katas as per Table: Monk. The kata Many Arms of the Spider no longer exists. Finally, a monk may gain additional katas known or have variant katas based on her choice of Martial Arts Style.

Speed Bonus (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table 3–10. A monk in armor (even light armor) or carrying a medium or heavy load loses this extra speed. (PHB)

Flurry of Blows (Ex): When unarmored, a monk may unleash a flurry of attacks designed to quickly incapacitate foes. As a standard action, a monk may make a number of additional attacks equal to their base monk ability modifier. These attacks are made at the monk’s highest base attack bonus, but suffer a -2 penalty. This penalty is reduced to -1 at 5th level and at 9th level it disappears. The penalty applies only to attacks made during the monk’s turn.
A monk may use flurry of blows in conjunction with any melee or thrown weapon with which they are proficient including unarmed strikes; and may attack with any interchangeably as desired. When using this ability, the monk applies their base monk ability bonus as appropriate for whatever weapon they are wielding.
In the case of double weapons, each end counts as a separate weapon when using this ability. Even though they require two hands to use, they may still intersperse unarmed strikes w/ attacks from the double weapon as long there are enough attacks to do so.

Bonus Feats: At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. (See Chapter 5: Feats for descriptions.) A monk need not have any of the prerequisites normally required for these feats to select them. (PHB)

Martial Arts Styles: At 1st level, a monk must select a style of martial arts to represent the tradition in which they were trained. Each style grants unique benefits, outlined in their individual descriptions. Briefly:

Way of the Bending Willow- A defensive style that emphasizes avoiding blows, punishing counterstrikes, and group tactics. This style can be based on Dexterity, Constitution, or Wisdom.

Way of the Immovable Whirlwind- An offensive melee style that emphasizes grappling against a wide range of opponents. This style can be based on Dexterity, Intelligence, or Wisdom.

Way of the Thunderous Kick- An offensive style that emphasizes attacks made with the legs and feet, allowing devastating kicks to be delivered. This style can be based on Strength, Dexterity, or Wisdom.

Way of the Twisting Breath- A defensive style that emphasizes interrupting the attacks of the enemy, redirecting force, and channeling ki energy to impede the abilities of the opponent. This style can be based on Dexterity, Intelligence, or Wisdom.

Way of the Unerring Wyrm- An offensive style that emphasizes striking an opponent's weak spots to rapidly deal crippling blows and sacrificing personal safety to maximize damage. This style can be based on Strength, Dexterity, or Intelligence.

Each style can be based on one of three ability scores, known as the base monk ability. The monk's score and bonus in this ability are used in the calculation of various class features, such as bonuses to hit, bonuses to unarmed strike damage, kata DCs and effects, and bonuses to certain skills and ability checks. (Custom)

Evasion (Ex): At 2nd level or higher if a monk makes a successful reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion. (Xaotiq1)

Quick Thinker (Ex): Monks have keen intuition, not only in regard to their surroundings; but also in to the inner workings of their bodies. At 3rd level, the monk adds its base monk ability bonus as a modifier on Strength and Dexterity checks and checks involving skills biased on Strength or Dexterity. (Xaotiq1, minor alterations)

Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment, since her meditation and training improve her resistance to mind-affecting attacks. (PHB)

Ki Strike (Su): At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.
Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated asadamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness. (PHB)

Slow Fall (Ex): At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is.
The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm. (PHB)

Purity of Body (Ex): At 5th level, a monk gains control over her body’s immune system. She gains immunity to all diseases except for supernatural and magical diseases (such as mummy rot and lycanthropy). (PHB)

Mettle (Ex): At 6th level and higher, a monk can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping monk does not gain the benefit of mettle. (Xaotiq1)

Bodily Renewal (Su): Monks of 7th level and higher have learned to focus their chi energy to help them heal. At 7th level, a monk gains fast healing (1). This increases at 13th level to fast healing (3); and again at 18th level to fast healing (5). (Xaotiq1)

Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion. (Xaotiq1)

Diamond Body (Su): At 11th level, a monk is in such firm control of her own metabolism that she gains immunity to poisons of all kinds. (PHB)

Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (rounded down). (PHB)

Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check that equals or exceeds the monk’s spell resistance.

Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage fromthe blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. (PHB)

Timeless Body (Ex): Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up. (PHB)

Tongue of the Sun and Moon (Ex): A monk of 17th level or higher can speak with any living creature. (PHB)

Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level. (PHB)



MARTIAL ARTS STYLES

Path of the Thunderous Foot
Path of the Thunderous Foot: This style is distinguished as the martial art that focuses the most on kicking and varied kicking styles. Followers of this style typically walk barefooted, so as to increase the toughness of their feet. This is a Dex, Wis, or Str based style, meaning that you may choose either Dex, Wis, or Str to be the modifier for all of the monk's abilities if you choose this style.

Class Features:
1st level
Piercing Leg Strike: Your legs are much stronger and can kick faster and harder than the average monk. When making unarmed strikes with your bare feet, you strike with an additional +1 to attack and +1 to damage. This improves to +2 to attack and +2 to damage at sixth level, +3 to attack and +3 to damage at eleventh level, +4 to attack and +4 to damage at sixteenth level, and so on and so forth.

1st level
Unarmed Combat boost:
A practitioner of the Thunderous Kick style does incredible damage in melee combat. You gain Superb Unarmed Strike as a bonus feat.

3rd level
Organ Buster: Your kicks are now much more accurate and more able to do considerate damage if they hit a vulnerable organ. When attacking with your bare feet, your crit range is increased to 18-20, which does not stack, and your bonus crit damage is *3

5th level
Flurry of Kicks:
When making a Flurry of Blows with your bare feet, you may take one additional strike at your maximum BAB.

8th level
Untrippable:
Your legs have become very strong and it is much more difficult to take you down. At 8th level, foes attempting to trip you take a -5 penalty to the attempt. At 12th level, this penalty becomes a -10. At 14th, it is impossible to trip you, that is, all trip attempts automatically fail.

14th level
Leap of Faith: You have an uncannily long and high jump, even for monks.
You gain a permanent +20 to all jump checks, and +10 to Tumble checks.

18th level
Adamantine Feet: Your bare feet are now considered to be Axiomatic, Good, Silvered, Cold Iron, Adamantine, and Vorpal.

Penalty
Thunderous Foot practitioners are agile, fast, great at jumping, and excellent at kicking. However, this comes with the tradeoff of neglecting training your fists and arms. This means that all attacks done with your hands suffer a -3 to attack and -3 to damage.


Way of the Unerring Wyrm
Way of the unerring Wyrm
This style is a martial art that focuses on striking fast and brutally the vital areas of the body, sometimes known as "pressure points." It is an offensive martial art, with the philosophy that the best defense is a good offense, paired with good speed to escape a situation you can't win. This is an Int, Dex, or Str based class.

Class Features:
First Level
Knowledge(anatomy): Your knowledge of the anatomy of just about anything is incredibly extensive. You gain a new Knowledge skill called Knowledge(anatomy.) Every six points put into Knowledge(anatomy) increases your Crit range by one, and your Critical Multiplier by 1. At the beginning of any combat, you may roll a Knowledge(anatomy) check against all creatures you can see. Depending on your check in comparison to the average Knowledge(anatomy) DC of all the creatures you can see, the time it takes to assess the creatures is different. If your check is equal to or less than three under the DC, your assessing fails and you have expended your whole turn, but you may attempt to assess again next round. If your check is greater than three less than the DC but less than the DC, your assessing takes 2 full round actions to succeed, you may choose to take only one full round but fail, or you may choose to take no time, and reroll your check with a cumulative -2 penalty. If it is greater or equal to the DC, it takes one full round action to assess. If it is greater than five over the DC, it takes a standard action to assess. When attacking any assessed creatures, you get a +2 to hit and +2 to damage. This increases to +3 to hit and +3 to damage at seventh level, +4 to hit and +4 to damage at thirteenth level, +5 to hit and +5 to damage at nineteenth level, and so on and so forth.

First Level
Cobra Strike Boost: You gain Cobra Strike as a bonus kata. In addition, the automatic critical hit done by Cobra Strike increases by 5, before multipliers. At fifth level, the full-round action that Cobra Strike usually uses doesn't provoke an AoO.

Third Level
Knockout Punch: A well-timed, well-placed strike to the temple, behind the ear, or in various spots on the spinal column, as well as several other places can rend a person unconscious. Once per day, you may strike with a -2 to hit. If it hits, your target must make a Fortitude save DC equal to 10 + 1/2 your Monk level rounded up + your main Monk attribute or be knocked out. The number of times you may use this ability per day increases by 1 every 2 monk levels over 1 you have.

Fifth Level
Speed of Wind: In the unlikely circumstance that you have bit off more than you can chew, it is a good idea to be able to get away from your pursuers quickly. You gain a permanent land speed bonus of +30 feet. Also, once per day, you may act as if under the influence of an Expeditious Retreat spell.

Eighth Level
Total Offense: You have the uncanny ability to deliver offensive blows incredibly quickly and powerfully, but at the expense of your defense. By taking a free action, you may trade AC for to attack or damage bonuses. One point of AC traded will get you either a +1 to attack or a +1 to damage. Two points traded in will get you either a +2 to attack, a +1 to attack and +1 to damage, or a +2 to damage. However, you may not lower your AC below 10 this way. For example, if you had 18 AC and decided that you didn't care at about your defenses for that round, you might trade your 8 points for +3 to attack and +5 to damage.

Fourteenth Level
Critical Defense: You have studied the weaknesses of the body long enough to be able to defend the vital areas of your body incredibly well. If somebody rolls a critical threat on you, they must roll another natural twenty on the confirmation roll in order to score a critical hit.

Eighteenth Level
Snap the Neck: All enemies you score a critical hit on with Hit Dice no greater than your Monk level plus three must make a Fortitude save with a DC of 10+your full monk level+your main monk attribute or die instantly. Creatures normally immune to critical hits do not instantly die, but do take damage as if they weren't immune to a critical hit.

Penalty
The way of the unerring Wyrm is an incredibly powerful, offensive martial art. However, those who practice it do so at the cost of their defensive studies, which are neglected. Any practitioner of this style takes a -2 penalty to AC They still retain their Wisdom modifier to AC, however.

Path of the Bending Willow
Path of the Bending Willow: This style is a martial art that originated in the Southern Lands, a mixture of dance and defense, a blend of rhythm, movement, and attacks. This is a Wisdom, Dexterity, or Constitution based style.

First Level
Boundless Rhythm:
When in combat, you sense a rhythm imperceptible to most people. Everybody, in every fight, from a drunken barroom brawl to a duel amongst the gods, follows this rhythm, though they don't know it themselves. You have just begun to become aware of it, but even awareness increases your capacity for anticipation. Your AC increases by 1, and you gain a +1 bonus on Reflex saves. This increases to +2 and +2 at fifth level, +3 and +3 at ninth level, +4 and +4 at thirteenth level, and so on and so forth. You also gain Dodge as a bonus feat, if you do not already have it. If you do, then pick any other feat you qualify for as a bonus feat. The sense of rhythm and dance has also helped you become adept at the art of tumbling. You gain a permanent +5 bonus on tumble checks, which increases by one every monk level until your bonus from this CF is +15.

First Level
Counterstrike:
The rhythm you can sense helps you take advantage of your foe's misses. If the foe you have designated as the person you get heightened AC to due to Dodge misses you with a melee attack, he takes damage equal to 1/2 your Monk Unarmed Strike damage. This increases to 3/4 at 8th level, and full at 15th level.

Third Level
Rat Goes to Earth:
You can anticipate an opponent's strike, and, though you cannot dodge it properly, you can at least drop to the ground to avoid taking a hit. Once in each combat round, you may choose to fully negate one hit in exchange for becoming prone.

Fifth Level
SUPERIOR FLANKING:
You are skilled at taking advantage of a surrounded
opponent. You gain a +6 bonus on attack rolls against
opponents you flank. All allies who flank with you gain a +3
bonus on attack rolls against the opponents they flank. This doesn't stack with the feats Superior Flanking or Improved Flanking, and doesn't stack with the normal flanking bonus.

Eighth Level
Sweep the Legs:
You can dodge an opponent's attack, then take advantage of his temporary lack of balance to trip him. If the opponent you have chosen to gain an AC bonus to through Dodge misses you with a melee attack, instead of damaging him for 3/4 of your Monk Unarmed Strike Damage, you may make a Trip attempt with a +5 bonus. This increases to a +10 bonus at 13th level, a +15 bonus at 18th level, and a +20 bonus at 23rd level.

Twelfth Level
Spinning Kick:
You have become adept at lashing kicks and punches out whilst rolling, jumping, and moving about. Once per combat round, if you make a successful Tumble check to move around an enemy, you may deal damage to one of the foes you're tumbling around equal to your Unarmed Strike damage. This increases to up to two of the foes at 15th level, three at 18th level, and so on and so forth.

Fourteenth Level
Way of the Drunken Boxer:
You have the uncanny ability to dodge out of the way just in time to allow your opponents to strike each other. If the foe you have designated to get an increased AC through Dodge misses you with an attack, you may choose to have him hit a different foe within his attack's range of you instead. This is in addition to the Counterstrike damage you can deal to him if you wish afterwards.

Eighteenth Level
Superb Rhythmic Sense:
Your knowledge of the rhythm of combat, combined with your natural flexibility and agility, allow you to bend your own body around the attacks of an opponent. Once per combat round, when you would be damaged by an opponent's attack, you may make a Reflex save with a DC equal to your opponent's attack roll. If you succeed, you take no damage from the attack. (It did not "miss" you, you simply take no damage from it, so you cannot Counterstrike it, nor can you Trip it, nor can you make it attack an opponent instead.) If you fail, you take only half damage. This does not stack with the half damage from Evasion.

Penalty
Those who practice this style have incredible defensive knowledge. However, this comes at the cost of their offensive capabilities, which are not typically trained as much. You take a permanent -2 to hit for all attacks.

Way of the Immovable Whirlwind
Way of the Immovable Whirlwind
The Way of the Immovable Whirlwind is a style that focuses on staying in an adaptive, ready stance, using the movement and the very force of your opponents to bring them down. Practitioners of this style have good reflexes, and are amazing grapplers. It is a Dex, Wis, or Int based style.

First level
Reactive Stance: At any time, you may begin a ready stance, in preparation to a throw. This stance takes a free action to activate, and a free action to end. Once per round, if an opponent misses you with a melee attack while this stance is active, you may make a trip attempt as an AoO. If the trip attempt succeeds, you may deal damage to the person you just tripped equal to your base stat's modifier. This increases to twice per round and twice your base stat's modifier at level six, three times per round and three times your base stat's modifier at level eleven, four times per round and four times your base stat's modifier at level sixteen, and so on and so forth. However, while this stance is active, you may move only half speed in a move action.

First level
Grappling Master: Practitioners of the Way of the Immovable whirlwind have amazing grappling skills. You may make Grapple checks with your monk base stat's modifier rather than having to use strength, You gain a permanent +5 competence bonus on all grapple checks, and gain Improved Grapple as a bonus feat at first level, Scorpion's Grasp as a bonus feat at third level, Close-Quarters Fighting as a bonus feat at sixth level, and Legendary Wrestler as a bonus feat at 21st level. You must meet all prerequisites for each feat.

Third Level
Unnatural Sense:
You can sense an attack before it comes.
You are never considered flatfooted and retain your Dexterity bonus to AC all the time.

Fifth Level
The bigger they are, the harder they fall: You may add one half of your opponent's Strength modifier and size modifier to your Grapple checks, but not any penalty. For example, if you attempted to grapple a Cloud Giant with Strength 35. His total bonus due to Strength and Huge size would be +20. You would gain an additional +10 bonus to your Grapple Check

Eighth Level
Improved Reactive Stance:
When your reactive stance is active, you also gain a +2 bonus to AC. This increases to +3 at twelfth level, +4 at sixteenth, +5 at twentieth, and so on and so forth.

Fourteenth Level
Final Strike:
You may make a normal attack against as many prone targets are within reach of you using a minor action, which allows you to use a standard action during that turn as well.

Eighteenth Level
Choke Hold:
On a successful opposed grapple check, you may do Strength damage equal to your Monk Unarmed Strike damage. This does not impede with the Constitution damage from Coiled Snake's Embrace kata.

Penalty
Practitioners of the Way of the Immovable Whirlwind are fearsome grapplers, and are amazing defensively. However, they aren't renowned for their speed, which usually lacks. Practitioners of the Way of the Immovable Whirlwind only gain 1/2 the scaling speed bonus that other monks receive.

Way of the Twisting Breath
Way of the Twisting Breath

This style is a martial art that focuses less on the physical motions themselves, and more on the energies behind them. Every attack an opponent makes caries certain energy with it, and mastery of this style gives you control, not just of your own ki, but that of your opponent as well.

Base attributes: Dex, Wis, and Int.

Class Features

First Level

Find the Center (Ex): Your awareness of yourself makes you more difficult for others to disrupt. You gain a +1 Insight bonus to all saves, which increases every fourth level (+2 at 5th level, +3 at 9th, +4 at 13th, and +5 at 17th). You also add your Monk class level on all Balance checks, and any checks to resist Bull Rush, Grapple, Overrun, and Trip.

First Level

Branches Twist in the Wind (Ex): You excel at striking the sensitive joints exposed in an enemy's own attack. When an enemy makes a melee attack against you, regardless of whether it hits or misses, any of your successful attacks against them in the next round apply a non-stacking -2 penalty to attack and damage. This penalty lasts for five rounds, or until they are targeted by a Conjuration (Healing) spell. Oozes and other creatures with the Amorphous property or that do not have joints are not affected, but most constructs and undead are.

This penalty increases every fourth level (-3 at 5th level, -4 at 9th, -5 at 13th, and -6 at 17th).

Third Level

Disrupt Energy (Su): By channeling some of your ki into your blows, you can interfere with an opponent's ability to gather their own energy effectively. As a standard action, make an unarmed attack, using your Monk Base Attribute instead of Strength. If it hits, in addition to dealing normal damage, your opponent is unable to use any Spells, Spell-Like Abilities, or Supernatural Abilities for one round.

At 7th level, the duration extends to two rounds. At 11th level, any foe struck by any of your unarmed attacks is affected by this ability.

Fifth Level

Centered Soul (Su): Gain Magic Resistance equal to your class level + 10. Unlike Spell Resistance, this applies against Supernatural abilities as well. You can always choose which spells or abilities your Magic Resistance applies against.

At 13th level, if you would gain Diamond Soul, instead increase your Magic Resistance to class level + 14.

Eighth Level

Standing Wave (Su): Your ki extends beyond your body. Your reach increase by 5', and you threaten squares as appropriate for your new reach.

Fourteenth Level

Ki Sight (Su): You can see the energies of life and magic as they flow around you. Ki Sight functions as both Arcane Sight and Deathwatch, but is not considered Evil. You can activate or deactivate this ability at will as a swift action.

Eighteenth Level

Still Waters Endure: You are immune to negative energy, death effects, negative levels, and necromancy effects.

In addition, whenever your Magic Resistance blocks a hostile ability from an opponent you are aware of, you can choose to reflect that ability back at that opponent as if they had targeted themselves.


Penalty

The Way of the Twisting Breath offers much to its disciples, but its focus on curves and re-directions limits its direct striking power. Reduce your Unarmed Strike damage one stage. If you are 3rd level or below, use the base Unarmed Strike damage of a non-Monk of your size (1d4 for Medium).[/quote]

ahenobarbi
2013-05-25, 10:20 AM
Include unarmed strike proficiency :smallwink:

IamL
2013-05-25, 10:23 AM
Include unarmed strike proficiency :smallwink:

Heh...yup.

Anyway, on a side note: This is the first big piece of homebrewing I've done, so I know it won't be incredibly good. I'm looking for feedback, positive or negative.

Amnestic
2013-05-25, 10:24 AM
Heh...yup.

Anyway, on a side note: This is the first big piece of homebrewing I've done, so I know it won't be incredibly good. I'm looking for feedback, positive or negative.

You should probably report your thread to a mod to get it moved to the homebrew section :)

IamL
2013-05-25, 10:25 AM
You should probably report your thread to a mod to get it moved to the homebrew section :)

Oh, Herpaderp. I accidentally posted it in the wrong section...thanks for pointing it out. Will do.

Vaynor
2013-05-25, 08:51 PM
Oh, Herpaderp. I accidentally posted it in the wrong section...thanks for pointing it out. Will do.

The Red Towel: Moved to Homebrew Design. :smallsmile:

IamL
2013-05-26, 02:20 PM
The Red Towel: Moved to Homebrew Design. :smallsmile:

Thanks. :smallredface:

TheLonelyScribe
2013-05-26, 02:51 PM
Where are the Katas? Sorry if I'm missing something obvious, but all I see are the styles.

At first glance, the initial thing I would say is that there's just too much. The Monk is weak because of a lack of focused, strong class abilities, so it may help to try to narrow your class down. I'm no expert though, and that's just my initial impression.

IamL
2013-05-26, 02:56 PM
Where are the Katas? Sorry if I'm missing something obvious, but all I see are the styles.

At first glance, the initial thing I would say is that there's just too much. The Monk is weak because of a lack of focused, strong class abilities, so it may help to try to narrow your class down. I'm no expert though, and that's just my initial impression.

Thank you, they weren't posted.
Here they are:
Monk Katas
Apprentice Katas
Abundance of Pecking Birds: Create a storm of ranged attacks.
Bandit King’s Inspiration: Improves your chances of success.
Cobra Strike: Patiently wait and unleash a fierce blow.
Devastating Ape Strike: Crush or shatter objects with a touch.
Fury Fans the Flame: Your rage brings out your inner fire.
Grasp of the Slithering Eel: Use a length of bindings to grapple, damage, and restrain your foes.
Merciful Sparrow: Save yourself from falling.
Panther Prowls the Night: Move like a powerful predator.
Rabbit Outruns Fox: Clouds of dust hide your trail.
Stampede of Oxen: Lay waste to the ground around you.
Ten Foot Punch: Your melee attacks strike foes at a distance.
Wind Blows Over the Earth: The wind blesses your steps, and you gain speed and move across all lands equally.

Initiate Katas
Anticipate the Cobra: Detect opponents without sight.
Crane Guides the Arrow: Your strikes are guided to vital areas.
Demon’s Thunderclap: Your strikes may deafen your opponent.
Dragon’s Claw: Your strikes pierce armor like the claws of a dragon.
Fangs of the Serpent: Drain your opponent’s strength to build your own.
Firefly’s Path: Move from place to place seemingly instantly.
Leopard and Her Cubs: Use your wisdom to protect allies.
Monkey Goes to the Mountain: Leap great heights and distances.
Roar of the Dragon: Unleash a terrifying noise upon your foes.
Smoke Parts for Iron: Your strikes gain a magical edge.
Tiger Shakes Its Mane: Shrug off effects that hinder your hunt.
Master KatasCrumbling Dam: Destroy your foes resistances and immunities.
Devilfish's Grip: Grapple everyone in reach to render them entangled or immobilized.
Eclipsing the Noonday Sun: Blind opponents you strike.
Iron Veins: Poison and disease do not affect you.
Jade King’s Stance: A stance that vexes spell casters
Palm of Prevention: Gain protection as if from unseen hands.
Raccoon-dog’s Gambit: Make yourself scarce with the aid of yourself.
Righteous Reversal: Turn a foe’s attacks against them.
Step Back to Ward Off Monkey: Cleverly avoid being held in place.
Thunder God Strums the Pipa: Music can be an exhausting experience.
Vengeance of Angry Monkey: Throw things. Throw them far; and hard.
Grand Master KatasAncestor’s Warning: Their wisdom grants you Foresight.
Blood of Gold: Your soul becomes implacable to negative energy.
Closing the Gate: Limit the effect certain magic’s effects on you.
Coiled Serpent’s Embrace: Crush the life out of your opponents.
Hungry Dragon’s Maw: Your touch draws the essence from your foe.
Mantis Pinch: Paralyze foes you strike.
Mind of Quicksilver: You become resistant to attacks on your mind.
Plug the Hourglass: Slow time to a crawl.
Venom Punch: Your attacks become deadly and can ruin opponents from the inside.
Water Flows Uphill: Impede the movement of those who threaten you.

Kata Descriptions
Abundance of Pecking Birds (Ex)
Apprentice
Legends speak of the grand masters that blot out the sun with a hail of arrows.
This kata allows the monk, as part of full-attack action that provokes attacks of opportunity, to make a number of additional attacks with a bow, sling, or thrown weapon equal to their Wis modifier. These attacks are made at the monk’s highest base attack bonus, but suffer a -2 penalty. This penalty is reduced to -1 at 5th level and at 9th level it disappears. The penalty applies only to attacks made during the monk’s turn.
Ancestor’s Warning (Su)
Grand Master
Your ancestors wish to keep you safe from harm and whisper warnings into your ears. The monk gains the benefits of the Foresight spell for 24 hours.
Anticipate the Cobra (Ex)
Initiate
Monks who learn this kata gain the ability to sense creatures without using your eyes or ears. You gain Blindsense out to 30’ and scent for 24 hours. If you have 12 or more levels of monk, you gain Blindsight out to 30’ and Blindsense to 60’.
Bandit King’s Inspiration (Su)
Apprentice
The spirit of the Bandit King flows through you, giving you seemingly boundless luck. You gain a floating “pool of luck”, which manifests as points that can be used to improve your odds of success at various tasks. Your pool contains 2 points per monk level. You may spend up to one half of your monk level on any one attack roll, ability check, or skill roll.
You must declare the expenditure of your points prior to making the roll. Used points disappear from the pool; which refills at the beginning of each encounter. These points count as a luck bonus for the purposes of stacking.
If you have four levels of monk, you may spend 2 points to gain 1d6 sneak attack damage. You may only spend up to one half your monk level in points for this purpose.
Blood of Gold (Su)
Grand Master
Monks who encounter undead foes or powerful outsiders often learn this kata to protect their life force from being drained away. While in effect, Blood of Gold protects the monk fully from energy drain, and immunity to effects that cause negative levels. This kata is always active once learned and therefore requires no action to maintain or activate.
Closing the Gate (Sp)
Grand Master
A well prepared spellcaster can be the worst enemy of even the best trained monk. This kata was developed to make sure that not all of their tricks could be used on one monk.
This kata grants Spell Immunity, Greater as a spell-like ability for 24 hours to the monk that learns it.
Coiled Serpent’s Embrace (Ex)
Grand Master
Monks are fearsome grapplers. So much so, that a monk who learns this kata may crush the very life out of their enemies.
When the monk grapples an opponent, for each round they hold the grapple, they deal constitution damage to the target equal to their unarmed strike damage. Opponents who are brought to a 0 Constitution die immediately.
Cobra Strike (Ex)
Apprentice
Wise men say that patience is a virtue. None hold that truer than a monk who learns this kata.
The monk, using a full-round action that provokes attacks of opportunity, may take 20 on their next attack roll. The monk gains none of the benefits of rolling a “natural 20” on this attack roll. If the character has 15 levels in monk this kata can be used as a standard action.
Crane Guides the Arrow (Ex)
Initiate
Your training focuses on striking a target’s vital areas. As such, the critical threat range of all of your attacks goes up by one step. So, a threat range of 19-20 goes to 18-20. In addition, all rolls to confirm critical hits gain a bonus equal to your Wis modifier. This kata stacks with spells, feats and other abilities that affect critical hits.
If you have 12 levels of monk, the critical multiplier of all of your attacks goes up by one: x2 goes to x3, etc.; and your critical hits can affect targets normally unaffected by them.
Crumbling Dam (Su)
Master
One of the hardships that a monk faces is opponents immune to their techniques. This kata was developed to even the odds. As a standard action, you make an unarmed strike against a target. If the attack would hit, the target makes a Will save. The target takes a -1 penalty to this save for every 5 points by which you beat their armor class with your strike.
On a failed save, any immunity the target has become ineffective and any resistances to energy drop to 0 for 1 round per 2 monk levels.
Demon’s Thunderclap (Su)
Initiate
Some say that you cannot see the eyes of a demon, until they come calling. With this kata, your enemies may have a hard time hearing the demon as well.
As a standard action, make an unarmed strike against an opponent. If your attack hits, the target must make a fortitude save or be deafened for 5 rounds. A successful save means the target is only staggered for one round.
Devastating Ape Strike (Su)
Apprentice
Martial artists are known for practicing strikes on training dummies; and even breaking planks of wood or slabs of stone. A monk who learns this kata has honed their unarmed strike into a tool of demolition.
As a standard action, you make an unarmed strike against a foe or object. You can forego dealing your unarmed strike damage and instead affect an object on your foe’s person or unattended object as if by a shatter spell. This effect damages all constructs, not just those made of crystal. If you have six levels of monk, you can apply this kata to all attacks you make this round. If you have 10 levels of monk, your unarmed strikes ignore damage reduction and hardness.
Devilfish’s Grip (Su)
Master
The devilfish, or octopus, is a wily undersea predator that traps prey in their deadly tentacles. This kata reflects a similar style of combat. As a full-round action that provokes attacks of opportunity, make an attack roll versus all targets in your threatened area. If you hit, the target must make a reflex save or be entangled for 1 minute per level. If you have 10 levels of monk, they become immobilized instead and become entangled on a failed save.
Opponents can take a full round action to make a Strength or Escape Artist check versus your grapple modifier. You are not considered grappling while this kata is in effect. No action is required on your part to maintain the effect.
Dragon’s Claw (Ex)
Initiate
Dragons, both revered and reviled for their magical and physical might, are a great source of inspiration for many monks. From the honorable and heroic gold and silvers to the sinister blacks and reds, they are all known to be able to tear their enemies asunder with ease.
Dragon’s claw allows the monk that practices it to slash through an opponent’s defenses. You may ignore an amount of armor and shield bonus (including enhancement bonuses to each) equal to your Wis modifier (max equal ½ your monk level). If you have 10 levels of monk, you can ignore an amount of natural armor bonus as well.
Eclipsing Noonday Sun (Su)
Master
A foe that cannot see you is generally a foe that cannot hit you. Monks who learn this kata can steal the sight from their victims in the blink of an eye.
Each opponent you strike must make a fortitude save or be blinded for 5 rounds. A successful save means that the target has a 50% miss chance versus all targets until the monk’s next turn. The monk can choose to hit the same foe more than once forcing a save each time. Once a target is blinded, additional strikes do not extend the duration of the condition.
Fangs of the Serpent (Su)
Initiate
Many snakes and serpents inject strength draining poisons into their foes before devouring them. Monks who learn this kata have learned a similar technique.
You gain the ability to use Strength of My Enemy as a psi-like ability. If you have 14 levels of monk, you can drain constitution in addition to strength.
Firefly’s Path (Su)
Initiate
On warm summer nights, one can sit in a field and watch the tiny sparks of living light flit from place to place. Just when you think you’ve got one in your jar, it’s empty on the second look.
This kata gives the monk the ability to teleport a distance of up to your movement as a swift action or an immediate action. If you have 12 levels of monk, you can teleport as a free action. Targeted and area of effect attacks that would affect you have a 50% chance of striking you if you respond to them by activating this kata.
Fury Fans the Flame (Su)
Apprentice
The heat of battle burns fiercely in the monk that learns this kata. You gain the ability to rage a number of times per day as a barbarian of a level equal to your monk level. Your monk and barbarian levels stack to determine your level of rage. You do not gain the Greater, Tireless, and Mighty Rage abilities via monk levels alone.
In addition, while raging, your body radiates cold, electricity, fire, or sonic energy. This energy extends 5’ in all directions from your body. Regardless of type, the energy sheds light as a torch; and deals 1 damage for every monk level to any creature it touches except you.
Grasp of the Slithering Eel (Ex)
Apprentice
Monks are able to turn most anything into a weapon; even their own bodies. So, using a length of rope or chain to disable opponents would seem child’s play. Those monks that master this kata know the truth, though.
To use this kata, the monk must have access to at least 5’ of rope, chain, or some other flexible cord. The monk then initiates a grapple. If the grapple is successful, the chain wraps around the target. Each round the monk is able to maintain the grapple; the target takes the monk’s unarmed damage. A monk can, with sufficient rope (5’ per target) perform this maneuver on a number of targets equal to his Wis modifier (to a maximum equal to his monk level) that are no more than 10’ apart. Maintaining this kata is a free action.
While this kata is in effect, you may not make any move other than a 5’ step. Additionally, you must keep one hand on your chosen binding material.
Hungry Dragon’s Maw (Su)
Grand Master
Few monks dare learn this insidious technique. It is considered by most to be a deplorable and dishonorable attack. Those who willingly feed the dragon swear by its power; claiming that resisting is futile.
A monk who learns this kata may, as a full round action that provokes an attack of opportunity, use assimilate as a psi-like ability. You must succeed on a touch attack in order to activate this kata. If a target makes their save and lives, they cannot be targeted again by you for 24 hours. Once you have absorbed a foe, you cannot absorb another for one hour.
Iron Veins (Su)
Master
Monks train their bodies to resist damage, weather, and fatigue. One thing a normal person cannot defend against is the ravage of disease. Monks who learn this kata have trained to fight even microscopic enemies.
You gain immunity to all diseases (including magical diseases such as lycanthropy and mummy rot) and all poisons. This kata is always active once learned and therefore requires no action to maintain or activate.
Jade Emperor’s Stance (Su)
Master; Stance
Spellcasters are to warriors what locusts are to wheat at times. While a monk’s defenses against the effects of magic are high there are times when it is not enough. This kata is taken by monks who know the legend of the Jade Emperor, a man at arms who could speak with the animals and also vex wizard’s by his very posture.
Jade Emperor’s Stance grants its user spell resistance equal to 15 + monk level + Wis modifier as long as it is active. This kata requires a free action to activate and end, so a monk using it can lower their spell resistance to allow beneficial effects through.
If you have another kata with the stance descriptor active, you must end it before you can activate this one.
Leopard and Her Cubs (Su)
Initiate
Monks practice techniques of defense as well as offense. Leopard and Her Cubs allows the monk who learns it to become a stalwart protector.
This kata allows the monk to grant all allies within 60’ of them the benefit of their AC Bonus class feature. All allies affected gain a bonus to their armor class equal to the monk’s Wis modifier plus the number listed on Table: Monk that corresponds to the monk’s level. Allies will lose the bonus if the are helpless or unconscious. Leopard and Her Cubs requires the monk to use a move action to activate and an immediate action from each ally wishing to become part of the litter, so to speak.
Mantis Pinch (Su)
Grand Master
Silent, patient, and deadly hunters, the mantis strikes swiftly and holds its prey as it devours the victim alive. Such is the monk who masters this kata.
Mantis pinch can be activated as a free action. During the monk’s turn, any creature the monk strikes takes the normal damage and becomes paralyzed for 5 rounds. If a monk strikes an opponent more than once, they can increase the duration of the paralysis, but foregoes any additional damage.
Merciful Sparrow (Su)
Apprentice
Recall the story of the boastful mouse who denied the need for wings to fly. He was saved from certain doom by a merciful sparrow’s flight. Monks who learn this kata know this story well.
You may prevent yourself from falling as of by means of a feather fall spell. If you have 5 levels in monk, you can, as a free action; save a number of additional targets from falling equal to your Wis modifier (max is ½ your monk level).
Mind of Quicksilver (Su)
Grand Master
Monks practice meditation techniques in order to reach a state of calm. However when faced with an opponent who attacks the mind, the monk who learns this kata can force their thoughts to race and cause those attacks to fail.
Mind of Quicksilver affects the monk as mind blank, personal. This kata is always active once learned and therefore requires no action to maintain or activate.
Monkey Goes to the Mountain (Su)
Initiate
The tale of the monkey king who set out to the mountains to laugh at the gods has been told countless time in countless forms. Monks who learn this kata make note of the monkey’s ability to reach the mountain peaks by leaping from hold to hold.
Monkey Goes to the Mountain grants the monk who learns it a fly speed equal to their land speed with perfect maneuverability. The monk must begin and end their movement on a surface upon which they can balance. If you have 13 levels of monk, this restriction is lifted and you gain the scorn earth ability (XPH, 143).
Palm of Prevention (Ex)
Master; Stance
This defensive art is favored among good monks who wish only to teach those with hot heads a lesson in patience and moderation.
While in this stance, you are considered to have ¾ cover (+7 to AC and +3 to reflex saves). If an opponent uses a full attack on you, and no strike connects, you may make an intimidate check with a bonus equal to the number of attacks made, to render the opponent staggered for 5 rounds.
If any attacks make it through your defenses, those striking you take non-lethal damage equal to twice the damage dealt to you. Creatures immune to non-lethal damage are staggered for 5 rounds.
This stance may be activated and ended as a swift and/or immediate action. If you have another kata with the stance descriptor active, you must end it before you can activate this one.
Panther Prowls the Night (Ex)
Apprentice; Stance
Dark as the shadows and fast as lightning, the panther strikes with astounding speed and fury. Monks learning this kata tap into their more primal instincts.
As long as a monk is in Panther Prowls the night, they gain the pounce ability; meaning that at the end of a charge, they can make a full attack. If you have 5 levels of monk, you may take an additional move action each turn. If you have 10 levels of monk, you may take an additional move OR standard action each turn. If you have 15 levels of monk you may take an additional turn immediately after your own. Activating and ending this kata is a swift action.
If you have another kata with the stance descriptor active, you must end it before you can activate this one.
Plug the Hourglass (Su)
Grand Master
Your mind calms as you open your eyes. The world slows to a crawl around you allowing you time to plan your next moves.
As a standard action, you may activate Plug the Hourglass and gain 1d4+1 rounds of apparent time in which to act freely. Normal and magical energy, gas, etc. can still affect you. During this time, other creatures cannot be affected by your abilities, katas, spell, etc. Spells or effects that affect an area and have duration greater than Plug the Hourglass have their normal effect on other creatures once it ends.
This kata is very draining on the monk; and may not be used in consecutive turns. The monk must wait a number of rounds equal to twice the granted apparent time before using this ability again.
Rabbit Outruns Fox (Ex)
Apprentice; Stance
The hare or rabbit is known for its speed and erratic running pattern that tends to kick up dust as they move. Monks who learn this kata know that not getting hit by attacks is the best defense.
While in Rabbit Outruns Fox, a monk gains the following benefits: a 20% miss chance versus all attacks, the benefits of the Run feat, and the ability to make any number of directional changes while running. For every monk level above one, your miss chance increases by 5% to a max of 50%. If you have 8 levels of monk, you can, once per hour, move ten times your normal speed. After doing dso, you are sickened for 1 minute.
Rabbit Outruns Fox requires a free action to activate and end. If you have another kata with the stance descriptor active, you must end it before you can activate this one.
Raccoon-dog’s Gambit (Su)
Master
The legendary raccoon-dog or tanuki is renowned for its aptitude for trickery and disguise. Monks favoring subterfuge and intrigue learn this kata.
Raccoon-Dog’s Gambit allows the monk, as a standard action that provokes attacks of opportunity, to use either the disguise self or mislead spell as a spell-like ability.  
Righteous Reversal (Su)
Master
One of the principles of martial arts is turning an enemy’s strengths against them. Monks who learn this kata can use this maxim to devastating effect.
After taking damage or being affected by a spell, spell-like, etc. a monk who knows this kata may, as a free action, make an auto-hypnosis check equal to the damage dealt or the original DC of the effect. Success means that the originator of the damage/effect is also subject to it. They are not allowed a save to avoid or reduce the effect. In cases when the target is immune (for example a red dragon is immune to its own fiery breath), the target is allowed a save for a lesser effect if applicable; but they are still affected.
Roar of the Dragon (Su)
Initiate
Dragons are known for their terrifying presence; usually accompanied by a furious roar that shakes one to the very core. Monks who learn this kata can tap in to that same power.
As a standard action, the monk makes a battle cry that has the same effect as the shout spell. If you have 16 levels in monk, the effect is that of shout, greater. Even if the targets make the fortitude save, they are affected for 5 rounds per the table below:
{table=head]Target Hit Dice|Effect
Monk level -4 or fewer|Unconscious
Monk Level -3|Cowering
Monk Level -2|Panicked
Monk Level -1|Frightened
Monk Level|Shaken
Monk Level +1|Dazed
Monk Level +2|Stunned
Monk Level +3|Staggered
Monk Level +4 or more|No Effect[/table]

Creatures normally immune to fear are still shaken for 5 rounds if they fail the saving throw.
Smoke Parts for Iron (Su)
Initiate
One thing that a monk runs into early in their career is opponents immune to mundane weaponry. Magic weapons are nearly a dime a dozen, but when one fights unarmed, things become challenging. Monks who learn this kata answer that challenge.
Smoke Parts for Iron grants the monk a +1 enhancement bonus, +1 for every 3 monk levels to their unarmed strike. The monk may either spend these on actual an actual enhancement bonus (max is character level/4). The monk may (and must when their total enhancement pool is greater than their max) spend enhancements on any special ability that can be applied to a “weapon”. Abilities that call for a ranged or specific weapon cannot be assigned, this includes throwing and returning. The monk may choose new enhancements each encounter.
Note: Monks using this kata still only apply the base damage from their unarmed strike to weapon attacks. Extra damage from enhancement bonuses or weapon abilities granted by this kata do not transfer to the monk's other weapons.
Stampede of Oxen (Su)
Apprentice
You strike the surface below you. A burst of force originates from the point of impact. In its wake it leaves a circle of crushed stone and rubble. Monks who learn this kata strive to control where their opponents can move to.
Stampede of Oxen allows the monk, as a standard action that provokes attacks of opportunity, to strike the ground and cause a 15’ radius spread of difficult terrain from their square. This ability works on any surface made of materials with hardness 10 or lower. The radius of this effect expands by 5’ for every 5 monk levels you possess.
If you possess nine monk levels, all opponents in the affected area take your unarmed strike damage as sonic damage (reflex save for 1/2 damage)
Step Back to Ward Off Monkey (Ex)
Master
Monkeys are agile attackers and can swarm to hinder those carrying what the troop may desire. Monks who learn this kata have learned to avoid or slip free of not only grasping hands; but many other affects that hinder their movement.
Step Back to Ward Off Monkey grants you freedom of movement as the spell. This kata is always active once learned and therefore requires no action to maintain or activate.
Ten Foot Punch (Su)
Apprentice
A wise man once said, “Keep your friends close and your enemies closer.” A wiser man once said, “Keep those trying to kill you as far away from you as you can.” This kata allows monks to take that advice to heart.
Ten Foot Punch extends your reach by 5’. It extends another 5’ if you have 10 monk levels. If you have 5 monk levels, you can chose to attack all enemies in a 10’ cone, line, or burst. Those in the area of effect are allowed a reflex save for half damage. If you have 10 levels of monk, the area expands to 30’; and all enemies you strike in this fashion are affected as if by the gust of wind spell.
Tiger Shakes Its Mane (Ex)
Initiate
The deadly tiger hunts prey with cunning, speed, and endurance. Monks who learn this kata embodies the spirit of the last known survivor who stalks his prey in the night; watching all with the eye of the tiger.
Tiger Shakes Its Mane removes a single non-instantaneous [Mind-Affecting] or movement-impairing affect that you know about. If the effect you intend to remove affects an area or more targets than you, the effect ends only for you. Activating this kata is a standard action.
Thunder God Strums the Pipa (Su)
Master
Most people have witnessed a musical performance that has taken their breath away and left them weak in the knees. To monks who learn this kata, battle is music, and their foes strings to be plucked.
This kata is activated as part of a full-attack action. Any opponent you successfully strike more than once takes one instance of your unarmed strike damage and must make a will save with a penalty equal to the number of times they were struck, or become exhausted. Creatures normally immune to being exhausted only suffer the condition for 5 rounds.
Vengeance of Angry Monkey (Ex)
Master
When angered, a monkey will use any tool at hand to harm or hinder their foes; even if they have to look within to find it. Ahem, cunning monks learn to adapt this resourcefulness, to a point, with this kata.
As a standard action, make a melee attack roll with any weapon other than your unarmed strike. All creatures in a 30’ line that your attack would strike take damage from the attack plus 1d8 damage for every 2 monk levels you possess. Subjects of this kata are allowed a reflex save for half damage.
Venom Punch (Su)
Grand Master
A monk’s chi energy allows them to do amazing things; including heal their wounds. However, monks who know Venom Punch can implant their chi into another person where it devours them from the inside out if it doesn’t outright kill them.
As part of a full-attack action, you make a series of touch attacks against one opponent. The opponent then makes a fortitude save with a penalty equal to the number of attacks that beat their AC. If the save fails, the target dies. A successful save means taking the martial artists unarmed strike damage each round for a number of round equal to the number of attacks that beat their AC.
Water Flows Uphill (Su)
Grand Master; Stance
One of the greatest metaphors a sifu uses with a student is that of the salmon that swims upstream. It fights the path of least resistance to gain its ultimate reward. Water Flows Uphill allows a monk to teach that lesson to many at once.
While in this stance, all targets within close range (25’+5’/2 monk levels, always centered on you) are slowed as the spell. The maximum number of targets you can affect with this kata is equal to ½ your monk level.
If you have another kata with the stance descriptor active, you must end it before you can activate this one. Activating and ending this stance is a swift action.
Wind Blows Over the Earth (Ex)
Apprentice
Two travelers were discussing matters of faith. One espoused the strength of the earth gods; saying that their might and knowledge of steel made them superior. The other explained that he worshiped the wind. It was superior to the earth gods as the earth gods could do nothing to stop them from moving forward.
A monk who learns Wind Blows Over the Earth becomes adept at avoiding impedences to their movement. You are no longer subject to movement penalties for passing through difficult terrain; and gain a +10’ bonus to your movement for every 5 monk levels. If you have 6 levels of monk, you may always act as if under the effects of balancing lorecall.
This kata is always active once learned and requires no action to activate or end.
Also:
Feats Designed to Work With Katas:
[SPOILER]Eager Pupil
Prerequisites: Able to perform Initiate katas
Benefit: You learn an additional kata of one grade lower than you can currently learn.
Normal: You learn katas per Table: Monk
Taboo Arts
You have seen your sifu’s private scrolls describing techniques not even he dares use, but you…
Prerequisites: Monk 1st, able to use katas, Wis 13+
Benefit: In place of a kata, you may choose a Warlock or Dragonfire Adept invocation of an equivalent grade, or draconic aura (All in both PHBII and Dragon Magic. Oh, and if there are any in RotD, those too.) its place. Use your Wis modifier instead of your Cha modifier when determining save DCs and other effects of these powers.
Practice Makes Perfect
You drill constantly. The moves play in your head until they seem a reflex of your body. You are a master of your chosen kata.
Prerequisites: Able to perform katas, Wis 15+
Benefit: Choose one kata you know. When you perform this kata, you are treated has having an additional 4 monk levels. This affects the save DC and possibly other effects the kata has.
Normal: Your monk level is equal to the number of monk levels you possess when performing a kata.
Practiced Form
When one splits one’s training, they can fall behind the other students. You, however, are making sure you keep up.
Prerequisites: Autohypnosis 4 ranks
Benefit: Your monk level for the effects of your katas increases by 4. This benefit can’t increase your monk level to higher than your Hit Dice. However, even if you can’t benefit from the full bonus immediately, if you later gain Hit Dice in levels of another class, or classes, you might be able to apply the rest of the bonus.
This feat does not allow you learn more katas than a monk of your level, nor does advance any of your other monk class features like unarmed strike damage.

Xaotiq1
2013-05-27, 10:16 PM
I...oh, my I'm blushing!:redface: Glad to see someone working with the material!

IamL
2013-05-28, 06:41 AM
I...oh, my I'm blushing!:redface: Glad to see someone working with the material!

It's good stuff. You did a bang-up job with your fix.

So, of course, I wanted to try to improve it. :smalltongue:

AuraTwilight
2013-05-28, 01:25 PM
Erm...are you going to get around to describing the capstone abilities?

IamL
2013-05-28, 04:09 PM
Yup. Here it is:

Ascended Bodhisattva (Su):
A monk who reaches 20th level has reached a zenith in their physical and mental conditioning to the point that they are no longer fully human. An Ascended Bodhisattva gains the Outsider type with the “Native” subtype. This means that the monk is no longer affected by spells, powers, or abilities that only affect humans. They can, unlike other outsiders, be affected by the Resurrection spell.
The monk gains a +2 perfection bonus to all of their ability scores, becomes immune to sleep and paralysis, no longer need to eat (though they must consume at least one quart of water per day), and no longer take penalties to ability scores for aging.

Deadlykire
2013-05-28, 08:56 PM
Try and get all these descriptions in the OP. Having to search a thread for components makes it harder to PEACH.

On first glance, without reading too much. You've seemed to make the class extremely complex and paperwork heavy. I personally believe, especially for fighter types, less paperwork is better. You expect a certain amount with casters. Fighters feel like they should be simple

Xaotiq1
2013-05-29, 03:28 PM
Try and get all these descriptions in the OP. Having to search a thread for components makes it harder to PEACH.

On first glance, without reading too much. You've seemed to make the class extremely complex and paperwork heavy. I personally believe, especially for fighter types, less paperwork is better. You expect a certain amount with casters. Fighters feel like they should be simple

It's no more bookkeeping than a Warlock. You get only so many katas and can switch one out every few levels or so. Also, you're not going to be looking through hundreds of pages of spells to find just the right ones. Though, the Monk does get more katas than a Swordsage gets Maneuvers. Hmmm.

Couple questions for IamL:

You didn't like the "Monks need to be neutral." idea??

Also, how do stances from your martial arts styles interact with the katas that are stances: Jade King's Stance, Panther Prowls the Night, etc.

IamL
2013-05-29, 03:50 PM
It's no more bookkeeping than a Warlock. You get only so many katas and can switch one out every few levels or so. Also, you're not going to be looking through hundreds of pages of spells to find just the right ones. Though, the Monk does get more katas than a Swordsage gets Maneuvers. Hmmm.

Couple questions for IamL:

You didn't like the "Monks need to be neutral." idea??

Also, how do stances from your martial arts styles interact with the katas that are stances: Jade King's Stance, Panther Prowls the Night, etc.

1. No, not really. I just want them to be nonchaotic; it just takes discipline to become excellent at martial arts/philosophy stuff.
2. I've been debating this for a while, actually. Having them not stack would screw up the game dynamics for anybody who picks Immovable Whirlwind, since he/she couldn't maintain the Reactive Stance, which is one of the big plus sides to the style. On the other hand, if they did stack, it would be a bit OP. Hm...

Deadlykire
2013-05-29, 05:00 PM
Chaotic doesn't have to mean "not disciplined" magic takes a lot of work effort as well, and it is completely possible to be a chaotic caster. Have an alignment restriction be for a reason. Paladins must be lawful good for a reason. A monk is neutral because it doesn't see good and evil. It strives to maintain balance.

Rewrite immovable whirlwind and/or the stances so that stacking isn't required. It may be as simple as saying immovable whirlwind allows the character to maintain reactive stance.